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Metallic Red

by Riaz Moola

(based on 15 ratings)
Estimated play time: 1 hour (based on 3 votes)
Members voted for the following times for this game:
3 reviews17 members have played this game. It's on 1 wishlist.

About the Story

Wake from uneasy dreams. Float within the mist created by the low flow shower head in the bathroom of your inter system capable Personal Space Vehicle. Tend to the Japanese greens in the hydroponics array. You have everything you need to sustain you. Look into the mirror and tell me who you see.

An atmosphere focused science fiction journey with elements of esotericism.

No wrong choices, no way to fail.

Awards

Ratings and Reviews

5 star:
(0)
4 star:
(11)
3 star:
(4)
2 star:
(0)
1 star:
(0)
Average Rating: based on 15 ratings
Number of Reviews Written by IFDB Members: 3
2 of 2 people found the following review helpful:
Day after day, floating through space, October 16, 2024
Related reviews: about 1 hour

Being alone or in a small group in space is a classic story setup. Even before space people did it with ships, like Robinson Crusoe or Swiss Family Robinson. Movies like The Martian or Gravity, podcasts like Vast Horizon or Wolf 359 or Girl in Space, and IF games like Protocol or Seedship all deal with isolation in space.

To me, that says that there's something about the experience that satisfies some primal human urge for self-evaluation and discovery, like a spiritual quest to understand yourself. In this game, **Metallic Red**, you float through space, tend a garden, communicate on the internet, order packages, and get into Tarot; a very 2020 kind of life.

The gameplay is split into days, with a typically day consisting of browsing the web, checking your plants, and sleeping with strange dreams. It changes quite a bit by the end of the game.

The tone of the game is melancholic and isolated, with themes of change, loss, and growth. It is well-put together; the only thing that looked like a bug was a possibly repeated conversation.

I'm not sure whether the game was structured around a certain set of themes or if it was built around this character and just imagining what life would be like for a person. I wonder if it's the latter because (Spoiler - click to show)someone being raised religiously then becoming depressed as an adult, leaving the religion, and getting into gardening and tarot is such a universal experience that I know 2 or 3 people personally who have done it and dozens more online. So this could just be a way to take a universal experience and put it into space.

In any case, I liked this story. State isn't really tracked; you can use a chapter select to hop from part to part. I forgot one of the instructions during a cooking segment and couldn't figure out how to get out of it for a while, but I found that part satisfying.

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Meaningful labour, November 12, 2024
by Victor Gijsbers (The Netherlands)

At first, there are strong vibes of howling dogs. It's a Twine game set in a small cell-like environment -- though this time it's a space ship -- where we perform boring daily tasks and kill the time, while the environment seems to be decaying around us, and we experience strange dreams at night. A cookie cutter recreation of the original Twine sensation, then? Well, no, not at all.

The first difference that becomes apparent is the vibe. There's no sense of true alienation here, nor of helplessness, nor of confusion. The protagonist owns this space ship, even if its not much, and they have a measure of control over how they live -- if they can arse themselves to do it, they can tidy things up, grow plants, do some exercises. Basic self-care, sure, but there's a sense of ownership and accomplishment. "I can give you the gift of meaningful labour," is what a character will say to them later on, or words to that effect; and then too it is the mundane things, mixing a salad dressing and helping clean up a kitchen, that anchor life and self.

Basic self-care, and emails. It's a good storytelling device, used often because it works: messages coming to us from outside to paint a fuller picture of the world and our life. There's a father in the background, a friend who would like to meet us but is also willing to support us if we need to absent ourselves for a while, and a surprising amount of information about esotericism, including tarot, but mainly focused on some ancient Greek cultic beliefs which also inform some of the protagonist's dreams. The juxtaposition of spaceships and Eleusinian Mysteries is surprising, but it works.

It turns out that (Spoiler - click to show)we are travelling to a cult that made a base under the ground in some small, otherwise uninhabited planet. The cult is not scary at all; in fact, it feels a bit like coming home, seeing some old friends, sleeping in your old bed, having a sense of community. But the protagonist is here with a specific goal: they want to renounce their membership. The want to do undo the rituals, unsee the revelations, return to the state of the uninitiated. It's not clear whether this is possible, although there's certainly nobody who tries to stop them. It's perhaps also not clear what it means.

But, perhaps, if it means anything, it is renouncing dreams of what is beyond this world in order to truly anchor ourselves in meaningful labour. As they are returning to the awfully mundane, we must imagine them happy
.

As you can no doubt tell, I liked Metallic Red. I especially admire its understated, subtle approach. There are wild elements here (space ships! cults!) but it handles them in a way that is the exact opposite of pulp, going instead for the quotidian, for the mundane, for the abandonment of grand grand dreams that mean to pull us away from the solid core of our very material life. We need no blind seers to show us the way.

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IFComp 2024: Metallic Red, October 12, 2024
Related reviews: IFComp 2024

So there’s an alien in Alien, right? Oh no there’s an alien in the spaceship I hate it when things try to kill me and there’s nowhere you can run so super scary to be in those dark maintenance tunnels when there’s an alien you know that scene where it’s like. In Aliens there’s more aliens, it’s plural. Whenever Alien gets repackaged, this is what you find inside, even though the reason the movie remains with us forty five years later is the sense of place so insettling we recognize its fluorescent hum, a precise industrial mix of technology and decay perpetually makeshifted in clangs and hollows, an overbearing corporate unliveability recycling compressed air through advanced life support systems. Space, not as the infinite expanse, but as the unreachable loneliness of all that darkness. Floating through the final frontier in an earthmax drybulk carrier while oozing out the will to repair. These indoor worlds to which we’ve been condemned ripped out of context and scattercasted into void. Comlessions of the dissociative hyperorganism, less hivemind than writhegrind, driving us ever further and more fried into winding wherewithals resplendull with “polymers and a lack of blemishes”, nigh platonic “an object without history.” Plastic by any other name would taste as sweet: “You have to choose between Coke and Pepsi”, the end result of distributed processes best described as “hostile” and “takeover”, a sumless totality managed at three to five percent constant currency growth rate by “an investment fund headquartered on an abandoned planet.”

In this vacuum environment of “Perfect logic, total control, stasis built on a flawed foundation,” you carry onwards and downwards through cycles redshifted to dimness: “no reign lasts forever, past momentum is not enough to coast on.” Caught in the flow of days through rooms divorced from the meaning of light, waking and sleeping as two poles of closing browser tabs, all lifeprocesses stale into echoes of shadows, like gardening not as a vibrant immersion with environmental entanglements painting time in slow motion but as sterilized mechanical reproduction: “You cut away a few dried leaves and change the water in the fluid tank. The nutritional synthesiser looks to be in reasonably good shape but there are a few spatters around the output nozzle which you wipe down.” Trapped in a procession where songs tick by 249 times without ever sounding familiar, where calendars fade from you with all the dates you’ve notionally lived, “how few of them hold any particular significance to you.” A vibe which bleeds out into the text as it prints, recycles, prints tropes similarly unresonant: dutifully, nutrient paste; but of course, RoboAtelier 3D printers; empty bottles, plastic bags, torn wrappers; why not, a series of unsettling dream fragments.

So how to push all this towards new intention? Metallic Red tries invoking materialist despair into the digital disrepair. Tarot readings, redolent murmurs of the cascades of meanings coursing towards you, succinctly defined by holographic overlays, mediation ordination generating a tension between the unfathomability of influence either astrological or astronomical, uncertain if spirits or circuits determine how little flows through you. Mysticism’s yearn for the invisible to convoke inexplicably, connections of coulds still promising more than these moorings, worlds alive with divine secretions “hard for any of us to understand after hundreds of years of materialist philosophy” demanded to actuate “as real and believable a science as any other.” So we pursue this permutation dynamism into an initiation into mysteries, no like literally the mysteries, with all the gods electrified: “Simultaneously the initiates surrounding you take a step forward and each blows out the candle nearest them. Total darkness descends. Your head begins to spin as your eyes fail to distinguish anything. The laser pattern and the ultrasonics fire up again. You know that there are other waves bombarding you, low dose x and radio waves. Several additional inputs gathered from the week you’ve been staying in the site are being studied and processed. DNA and gut biome measurements, a machine administered psychological analysis. All being fed into a compute engine somewhere.” That somewhereness as uncapturable by hypermodernity, the future as this but more and more until gravitation crushes dreams projected on it, an endstate “jerking inwards … curving further, encircling towards you … seeming to bend in half and then continue bending further”, whispers an escape route from the progressional ennui that surprises by suddenly pressing us out into another mode all together, one that’s… hmm… there’s a really involved sequence about making salad dressing? You have a few conversations about ideas not really shared with you, the reader, surely they’re interesting to everyone else. There’s a hierophant whose religion you leave, or sort of can’t leave, but the game ends before that tension means something. Your father is someone, it seems; they tend to be, for better and worse. You can walk around a map, but the sense of place is, well, not quite Alien. So it seems: “The beginning was nothing, the end must be nothing too, but a more complete nothing.” No no, that’s too harsh, actually it’s fairly pleasant whilst passing you by, perhaps more like: “The automated systems which allowed the ship to dock without human intervention mean that you’re completely alone.”

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Game Details

Language: English (en)
First Publication Date: September 1, 2024
Current Version: Unknown
Development System: Twine
IFID: C46F9332-06A1-47E0-8D6D-79F700724FCE
TUID: 7xnww9qytmqi2xas

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